/// <summary> /// Constructs a new PacketProcessor /// </summary> /// <param name="client">The processor client</param> public PacketProcessor(GameClient client) { if (client == null) throw new ArgumentNullException("client"); m_client = client; m_udpCounter = 0; //TODO set encoding based on client version in the future :) m_encoding = new PacketEncoding168(); m_asyncUdpCallback = new AsyncCallback(AsyncUdpSendCallback); m_tcpSendBuffer = client.Server.AcquirePacketBuffer(); m_udpSendBuffer = client.Server.AcquirePacketBuffer(); }
/// <summary> /// Constructs a new PacketProcessor /// </summary> /// <param name="client">The processor client</param> public PacketProcessor(GameClient client) { if (client == null) { throw new ArgumentNullException("client"); } m_client = client; m_udpCounter = 0; //TODO set encoding based on client version in the future :) m_encoding = new PacketEncoding168(); m_asyncUdpCallback = new AsyncCallback(AsyncUdpSendCallback); m_tcpSendBuffer = client.Server.AcquirePacketBuffer(); m_udpSendBuffer = client.Server.AcquirePacketBuffer(); }
/// <summary> /// Constructs a new PacketProcessor /// </summary> /// <param name="client">The processor client</param> public PacketProcessor(GameClient client) { if (client == null) throw new ArgumentNullException("client"); m_client = client; m_packetPreprocessor = new PacketPreprocessing(); LoadPacketHandlers(client); m_udpCounter = 0; //TODO set encoding based on client version in the future :) if (client.Version < GameClient.eClientVersion.Version1110) m_encoding = new PacketEncoding168(); else m_encoding = new PacketEncoding1110(); m_asyncUdpCallback = new AsyncCallback(AsyncUdpSendCallback); m_tcpSendBuffer = client.Server.AcquirePacketBuffer(); m_udpSendBuffer = new byte[512]; // we want a smaller maximum size packet for UDP }